Everything should work fine in PuTTY (.exe link here). TinTin++ also seems to work, although it's been a long, long time since I've used it. I'm working on a Windows build of my own client as we speak - just have to solve a few problems... ;)
in the MU* family, furry/adult-content themes are dominant.
outside of that: DragonRealms, Gemstone IV, and AardwolfMUD reign
all in all we're talking hundreds of players
of course this only holds true as far as this protocol goes http://tintin.sourceforge.net/mssp/ and how accurate http://mudstats.com is
I use TinTin++. It's powerful but, as you've stated, there is a learning curve. Their forums seem pretty active from what I've seen, so there'll probably be people around to help you out. I recommend you give it a try. :) It's been doing good for me so far.
Also, you should check out the commands #split and #prompt if you decide to try it out. Having your prompt above the split line can be useful and saves up space, especially if you're logging.
A lot of the information on mud stats can be updated automatically through MSSP. http://tintin.sourceforge.net/mssp/
Looks like they use a bot to crawl through their mud directory and collect information. I have no idea how they do it for CLOK as we don't support Telnet data exchanges (lines only), but we do allow the connecting clients to type /who at the login prompt for a partial player list, so presumably they have some sort of custom script to scrape our player count from that.
As for the other info in our entry, looks like it is mostly a copy from TMS or TMC, so I'm assuming if you update your entries in there, mud stats will update as well.
Hmm. Why not Wintin++? First link on the page is for the MSI. It's a Windows port/build of Tintin++, has an installer which will put an icon on the desktop, and is a command line client(non graphical like zMud).
For the most basic you can just submit it on the mudstats submit form, I guess mudstats crawls your mud every so often to pull data.
Beyond that you could look into adding MSSP to your mud, which mudstats will use I believe.
http://tintin.sourceforge.net/mssp/
http://www.mudbytes.net/index.php?a=topic&t=1319&p=25707#p25707
SECTION | CONTENT |
---|---|
Title | How to install Cygwin to run the TinTin++ MUD Client on Windows |
Description | A walkthrough for installing Cygwin with the correct packages to compile the TinTin++ MUD Client. http://tintin.sourceforge.net |
Length | 0:05:39 |
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There aren't many good solutions for mudding in a terminal. tintin++ can do really everything you want, though, if you'd ever have a reason to be in one again.
Window splits, capturing output to direct to other splits, etc. All written in a syntax that looks like: http://tintin.sourceforge.net/scripts/window.php
This reminds of servers that have msdp installed on them. Check out the screenshots towards the bottom. http://tintin.sourceforge.net/msdp/ I play quite a few msdp enabled ones that don't have screenshots on there.
For MSDP if you go to its site (http://tintin.sourceforge.net/msdp/index.php) there's a list of servers (scroll down the page). I don't know how up to date it is though. Just looking at the list I see Sloth and Ivalice, both cool games.
I think Aardwolf uses GMCP?
Are any of the mud's user data coming from anything other than the Mud Server Status Protocol?
I guess it's possible, I just never even thought about it.
It does let you filter on the different types of MU*, also. Under browse you can select Server Type.
Your best bet is to look through the documentation of each client. TinTin++ and TF are both console clients but they both have a completely different way of doing things. You can easily find the documentation for TinTin++ online, but for TinyFugue I think you are going to have to download the 5.0 Beta 8 documentation from here.
Unfortunately it's a bit of a mess, as you might imagine. The mudstandards initiative was a great idea but didn't work out. MSDP has a solid sponsor at http://tintin.sourceforge.net/msdp/ . ATCP and GMCP come from the Iron Realms/Aardwolf camps and do not, AFAIK, have a good specification, I think most people base their client implementation on testing against those muds. Luckily it's been done several times already -- I think Mudlet supports one or both, Evennia supports some of it, KaVir has a snippet hosted at Mudbytes. so you can find examples to work from.
IMO, it would be a great thing to add to your client to make it stand out form the others. AFAIK none of the other clients support MXP (or, MSDP for that matter). Both of these would really suit a mobile app (especially MXP, which allows the players to see clickable html-like links in game).
I'm not sure how applicable this is for the client side of things, but you may want to look into KaViR's protocol plugin for many different mud code bases.